[Foveated Rendering] Normal-Rendering in PrePass

Hey,

I kind of managed to render WorldNormals into GBufferA in the PrePass (already posted about that here [Foveated Rendering] Pupulate GBufferA in Prepass & Offline Texture Preprocessing - Engine Source & GitHub - Unreal Engine Forums ).

There are still two issues:

  1. Some meshes’ normals are not identical to what BasePass-Rending produces
  2. In every mesh there are these ‘gridish’ artifacts (maybe resulting from WorldMaterialGrid?) I was’nt able to figure it out yet

Hopefully someone can help me!

Thanks in advance!

Best,
Ceron

Just in case anyone else stumbles upon this: I kind of found a solution and updated the linked Thread. You can find the information here!